527 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			527 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 * Regulates the top-level logic behaviour for one scene.
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 */
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#include "Value.h"
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#include "SCA_LogicManager.h"
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#include "SCA_ISensor.h"
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#include "SCA_IController.h"
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#include "SCA_IActuator.h"
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#include "SCA_EventManager.h"
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#include <set>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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SCA_LogicManager::SCA_LogicManager()
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{
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}
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SCA_LogicManager::~SCA_LogicManager()
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{
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	/* AddRef() is not used when the objects are added to m_mapStringToGameObjects
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	   so Release() should not be used either. The memory leak big is fixed
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	   in BL_ConvertBlenderObjects()
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	int numgameobj = m_mapStringToGameObjects.size();
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	for (int i = 0; i < numgameobj; i++)
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	{
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		CValue** gameobjptr = m_mapStringToGameObjects.at(i);
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		assert(gameobjptr);
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		if (gameobjptr)
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			(*gameobjptr)->Release();
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	}
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	*/
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	/*for (int i=0;i<m_sensorcontrollermap.size();i++)
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	{
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		vector<SCA_IController*>* controllerarray = *(m_sensorcontrollermap[i]);
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		delete controllerarray;
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	}
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	*/
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	for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());it++)
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	{
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		delete (*it);
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	}
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	m_eventmanagers.clear();
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	m_sensorcontrollermapje.clear();
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	m_removedActuators.clear();
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	m_activeActuators.clear();
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}
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/*
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// this kind of fixes bug 398 but breakes games, so better leave it out for now.
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// a removed object's gameobject (and logicbricks and stuff) didn't get released
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// because it was still in the m_mapStringToGameObjects map.
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void SCA_LogicManager::RemoveGameObject(const STR_String& gameobjname)
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{
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	int numgameobj = m_mapStringToGameObjects.size();
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	for (int i = 0; i < numgameobj; i++)
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	{
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		CValue** gameobjptr = m_mapStringToGameObjects.at(i);
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		assert(gameobjptr);
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		if (gameobjptr)
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		{
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			if ((*gameobjptr)->GetName() == gameobjname)
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				(*gameobjptr)->Release();
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		}
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	}
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	m_mapStringToGameObjects.remove(gameobjname);
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}
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*/
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void SCA_LogicManager::RegisterEventManager(SCA_EventManager* eventmgr)
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{
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	m_eventmanagers.push_back(eventmgr);
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}
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void SCA_LogicManager::RegisterGameObjectName(const STR_String& gameobjname,
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											  CValue* gameobj)
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{
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	STR_HashedString mn = gameobjname;
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	m_mapStringToGameObjects.insert(mn,gameobj);
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}
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void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj)
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{
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	STR_HashedString mn = gamemeshname;
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	m_map_gamemeshname_to_blendobj.insert(mn, blendobj);
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}
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void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj) 
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{
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	m_map_blendobj_to_gameobj.insert(CHashedPtr(blendobj), gameobj);
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}
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void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj) 
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{
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	void **obp = m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
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	if (obp && (CValue*)(*obp) == gameobj)
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		m_map_blendobj_to_gameobj.remove(CHashedPtr(blendobj));
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}
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CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
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{
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	STR_HashedString mn = "OB"+gameobjname;
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	CValue** gameptr = m_mapStringToGameObjects[mn];
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	if (gameptr)
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		return *gameptr;
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	return NULL;
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}
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CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj) 
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{
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	void **obp= m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
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	return obp?(CValue*)(*obp):NULL;
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}
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void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname) 
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{
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	STR_HashedString mn = gamemeshname;
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	void **obp= m_map_gamemeshname_to_blendobj[mn];
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	return obp?*obp:NULL;
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}
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void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
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{
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	controllerlist contlist = m_sensorcontrollermapje[sensor];
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	for (controllerlist::const_iterator c= contlist.begin();!(c==contlist.end());c++)
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	{
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		(*c)->UnlinkSensor(sensor);
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	}
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    m_sensorcontrollermapje.erase(sensor);
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	for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
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	!(ie==m_eventmanagers.end());ie++)
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	{
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		(*ie)->RemoveSensor(sensor);
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	}
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}
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void SCA_LogicManager::RemoveController(SCA_IController* controller)
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{
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	controller->UnlinkAllSensors();
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	controller->UnlinkAllActuators();
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	std::map<SCA_ISensor*,controllerlist>::iterator sit;
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	for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
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	{
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		(*sit).second.remove(controller);
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	}
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}
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void SCA_LogicManager::RemoveDestroyedActuator(SCA_IActuator* actuator)
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{
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	m_removedActuators.push_back(SmartActuatorPtr(actuator,0));
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	// take care that no controller can use this actuator again !
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	std::map<SCA_ISensor*,controllerlist>::const_iterator sit;
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	for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
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	{
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		controllerlist contlist = (*sit).second;
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		for (list<SCA_IController*>::const_iterator c= contlist.begin();!(c==contlist.end());c++)
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		{
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			(*c)->UnlinkActuator(actuator);
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		}
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	}
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}
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void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor* sensor)
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{
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    m_sensorcontrollermapje[sensor].push_back(controller);
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	controller->LinkToSensor(sensor);
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}
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void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActuator* actua)
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{
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	controller->LinkToActuator(actua);
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}
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void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
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{
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	for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
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		(*ie)->NextFrame(curtime, fixedtime);
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	// for this frame, look up for activated sensors, and build the collection of triggered controllers
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	// int numsensors = this->m_activatedsensors.size(); /*unused*/
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	set<SmartControllerPtr> triggeredControllerSet;
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	for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
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	!(is==m_activatedsensors.end());is++)
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	{
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		SCA_ISensor* sensor = *is;
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                controllerlist contlist = m_sensorcontrollermapje[sensor];
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        	for (list<SCA_IController*>::const_iterator c= contlist.begin();
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			!(c==contlist.end());c++)
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		{
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				SCA_IController* contr = *c;//controllerarray->at(c);
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				if (contr->IsActive())
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					triggeredControllerSet.insert(SmartControllerPtr(contr,0));
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		}
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		//sensor->SetActive(false);
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	}
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	// int numtriggered = triggeredControllerSet.size(); /*unused*/
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	for (set<SmartControllerPtr>::iterator tit=triggeredControllerSet.begin();
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	!(tit==triggeredControllerSet.end());tit++)
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	{
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		(*tit)->Trigger(this);
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	}
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	triggeredControllerSet.clear();
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}
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void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
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{
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	vector<SmartActuatorPtr>::iterator ra;
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	for (ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
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	{
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		m_activeActuators.erase(*ra);
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		(*ra)->SetActive(false);
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	}
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	m_removedActuators.clear();
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	// About to run actuators, but before update the sensors for those which depends on actuators
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	for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
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		(*ie)->UpdateFrame();
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	for (set<SmartActuatorPtr>::iterator ia = m_activeActuators.begin();!(ia==m_activeActuators.end());ia++)
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	{
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		//SCA_IActuator* actua = *ia;
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		if (!(*ia)->Update(curtime, frame))
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		{
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			//*ia = m_activeactuators.back();
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			m_removedActuators.push_back(*ia);
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			(*ia)->SetActive(false);
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			//m_activeactuators.pop_back();
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		} else if ((*ia)->IsNoLink())
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		{
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			// This actuator has no more links but it still active
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			// make sure it will get a negative event on next frame to stop it
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			// Do this check after Update() rather than before to make sure
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			// that all the actuators that are activated at same time than a state
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			// actuator have a chance to execute. 
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			CValue* event = new CBoolValue(false);
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			(*ia)->RemoveAllEvents();
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			(*ia)->AddEvent(event);
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		}
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	}
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	for ( ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
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	{
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		m_activeActuators.erase(*ra);
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		(*ra)->SetActive(false);
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	}
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	m_removedActuators.clear();
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}
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void* SCA_LogicManager::GetActionByName (const STR_String& actname)
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{
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	STR_HashedString an = "AC"+actname;
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	void** actptr = m_mapStringToActions[an];
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	if (actptr)
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		return *actptr;
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	return NULL;
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}
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void* SCA_LogicManager::GetMeshByName(const STR_String& meshname)
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{
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	STR_HashedString mn = "ME"+meshname;
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	void** meshptr = m_mapStringToMeshes[mn];
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	if (meshptr)
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		return *meshptr;
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	return NULL;
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}
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void SCA_LogicManager::RegisterMeshName(const STR_String& meshname,void* mesh)
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{
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	STR_HashedString mn = meshname;
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	m_mapStringToMeshes.insert(mn,mesh);
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}
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void SCA_LogicManager::RegisterActionName(const STR_String& actname,void* action)
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{
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	STR_HashedString an = actname;
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	m_mapStringToActions.insert(an, action);
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}
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void SCA_LogicManager::EndFrame()
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{
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	for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
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	!(is==m_activatedsensors.end());is++)
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	{
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		SCA_ISensor* sensor = *is;
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		sensor->SetActive(false);
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	}
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	m_activatedsensors.clear();
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	for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
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	!(ie==m_eventmanagers.end());ie++)
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	{
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		(*ie)->EndFrame();
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	}
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}
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void SCA_LogicManager::AddActivatedSensor(SCA_ISensor* sensor)
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{
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	// each frame, only add sensor once, and to avoid a seek, or bloated container
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	// hold a flag in each sensor, with the 'framenr'
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	if (!sensor->IsActive())
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	{
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		sensor->SetActive(true);
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		m_activatedsensors.push_back(sensor);
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	}
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}
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void SCA_LogicManager::AddActiveActuator(SCA_IActuator* actua,CValue* event)
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{
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	if (!actua->IsActive())
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	{
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		actua->SetActive(true);
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		m_activeActuators.insert(SmartActuatorPtr(actua,0));
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	}
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	actua->AddEvent(event->AddRef());
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}
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SCA_EventManager* SCA_LogicManager::FindEventManager(int eventmgrtype)
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{
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	// find an eventmanager of a certain type
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	SCA_EventManager* eventmgr = NULL;
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	for (vector<SCA_EventManager*>::const_iterator i=
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	m_eventmanagers.begin();!(i==m_eventmanagers.end());i++)
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	{
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		SCA_EventManager* emgr = *i;
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		if (emgr->GetType() == eventmgrtype)
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		{
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			eventmgr = emgr;
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			break;
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		}
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	}
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	return eventmgr;
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}
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SmartActuatorPtr::SmartActuatorPtr(const SmartActuatorPtr& other)
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{
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	this->m_actuator = other.m_actuator;
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	this->m_actuator->AddRef();
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}
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SmartActuatorPtr::SmartActuatorPtr(SCA_IActuator* actua,int dummy)
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: m_actuator(actua)
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{
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	actua->AddRef();
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}
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SmartActuatorPtr::~SmartActuatorPtr()
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{
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	m_actuator->Release();
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}
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bool SmartActuatorPtr::operator <(const SmartActuatorPtr& other) const
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{
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	return m_actuator->LessComparedTo(*other);
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}
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bool SmartActuatorPtr::operator ==(const SmartActuatorPtr& other) const
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{
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	bool result2 = other->LessComparedTo(m_actuator);
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	return (m_actuator->LessComparedTo(*other) && result2);
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}
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SCA_IActuator*	SmartActuatorPtr::operator->() const
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{
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	return m_actuator;
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}
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SCA_IActuator*	 SmartActuatorPtr::operator*() const
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{
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	return m_actuator;
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}
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SmartControllerPtr::SmartControllerPtr(const SmartControllerPtr& copy)
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{
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	this->m_controller = copy.m_controller;
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	this->m_controller->AddRef();
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}
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SmartControllerPtr::SmartControllerPtr(SCA_IController* contr,int dummy)
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: m_controller(contr)
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{
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						|
	m_controller->AddRef();
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}
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SmartControllerPtr::~SmartControllerPtr()
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{
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	m_controller->Release();
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}
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bool	SmartControllerPtr::operator <(const SmartControllerPtr& other) const
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{
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						|
	return m_controller->LessComparedTo(*other);
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}
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bool	SmartControllerPtr::operator ==(const SmartControllerPtr& other) const
 | 
						|
{
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						|
	return (m_controller->LessComparedTo(*other) && other->LessComparedTo(m_controller));
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}
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SCA_IController*	SmartControllerPtr::operator->() const
 | 
						|
{
 | 
						|
	return m_controller;
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						|
}
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						|
SCA_IController* 	SmartControllerPtr::operator*() const
 | 
						|
{
 | 
						|
	return m_controller;
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						|
}
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